Emerald Spire (PFS) (Inactive)

Game Master Michael Hallet

Maps


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Grand Lodge

NG M Half Orc Inquisitor of Erastil 6 - HP 45/45 - AC 20, T 15, FF 15 - F+9, R+10, W+11 - Init: +8 - Perc +12 (DV) - SM +15 – Spells (1) 4/5, (2) 4/4, Judgement 2/2, Blessed Infiltration 2/3, Bane 6/6, Discern Lies 6/6 – Active Conditions: Nil

Arkolo retrieves an acid flask from his pack and then heaves it at the swarm...

Flask Throw! (+PBS, JJ): 1d20 + 6 + 1 + 1 ⇒ (12) + 6 + 1 + 1 = 20

Damage (+PBS): 1d6 + 1 ⇒ (3) + 1 = 4 +50% = 6 total?

Grand Lodge

Male Elf Oracle 2 (Ancient Lorekeeper) | HP: 17/17 | AC: 20 (FF: 18; Touch: 12) | Fort: +2, Ref +2, Will +4 | Init +2 (roll twice, take best roll) | CMB: +3 | CMD: 14 | Perception +7 Sense Motive +0
GMG wrote:

Ganem, you could apply the vermin repellent and get the flask of alchemist's fire out of your pack if you wanted to.

Arkolo!

Awesome...thx. Let's consider that his actions then.


Fiend series | Shackles

Ganem, moved you back to allow for a 5ft step instead of move action (move to get flask, standard to apply repellent)

I also see I forgot to roll spider damage last round..
Flint: 1d6 ⇒ 5
Brand: 1d6 ⇒ 3
Flint (this round): 1d6 ⇒ 6

Arkolo burns a lot of spiders while Ganem quickly applies his vermin repellent. The spiders don't seem to like the smell and crawl over Flint instead. In the next room the skeleton moves into the hallway and closes the door behind him.

Flint: again 2 fort saves: poison and distraction (DC11)

Initiative
Bless: +1 on attack rolls and saves vs fear (round 7)
Arkolo 15/24 hp
Brand 11/20 hp
Ganem
Aldy
Breelajah 13/26 hp, fatigued, poisoned (3 rnds), -4 STR, Fort save vs poison please
Flint 8/25 hp

- - -
Purple -25 hp
Swarm -6 hp
- - -

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

Fortitude : 1d20 + 9 ⇒ (11) + 9 = 20
Fortitude : 1d20 + 9 ⇒ (10) + 9 = 19

Flint takes another step back, gathering a large chunk of rock into his hands. "Begone, vermin! "

Elemental Blast @ : 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
Damage: 1d6 + 6 ⇒ (5) + 6 = 11

Dark Archive

Male Human (Varisian) Raging: Bloodrager/4 | HP 21/48 | AC 17 T 11 FF 15 | Fort +9, Ref +3, Will +4 | CMB 9, CMD 20 (18 FL) | Init +3, Perc +7

Fort: 1d20 + 6 ⇒ (20) + 6 = 26 Whew. About time...

Bree struggles forward and pushes through the fatigue. He follows the skeleton to the door and then opens it.

Grand Lodge

Male Elf Oracle 2 (Ancient Lorekeeper) | HP: 17/17 | AC: 20 (FF: 18; Touch: 12) | Fort: +2, Ref +2, Will +4 | Init +2 (roll twice, take best roll) | CMB: +3 | CMD: 14 | Perception +7 Sense Motive +0

Ganem takes a step back and tosses the flask of alchemist's fire at the swarm of spiders.

Attack: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21
Damage: 1d6 ⇒ 4

"Yes!", he yells as he rummages through his bag for his other flask of alchemist's fire.

Grand Lodge

#76925 -58 Male Dwarf Figher (Tactician) 3 / Inquisitor 1 | HP: 39/39 | AC: 22/12/20 |Init: +6 | Perc: +10 | Fort: +8 | Ref: +5 | Will: +6 | CMB: +6 | CMD: 18 | D.Axe: +7; 1d10+3| L.bow: +5;1d8|
Skills:
Acro:+3| Appraise: +1| Bluff: -1| Climb: +1| Diplo:+1| Heal +2| Intim: -1| K.Eng/Reli: +8| K.(Geo/Nat/Pla/Arc):+7 |K.Others:+3|Linguis:+5| Prof (Soldier):+9| S.M: +10| Spell: +1| Stealth: -2| Survi: +7| Swim:+3|

Brand moves well away from the swarm of spiders.
Moving further away into the room closer to Bree, he pauses to take note of his wounds.....

Grand Lodge

NG M Half Orc Inquisitor of Erastil 6 - HP 45/45 - AC 20, T 15, FF 15 - F+9, R+10, W+11 - Init: +8 - Perc +12 (DV) - SM +15 – Spells (1) 4/5, (2) 4/4, Judgement 2/2, Blessed Infiltration 2/3, Bane 6/6, Discern Lies 6/6 – Active Conditions: Nil

With the damage starting to pour into spider swarm, Arkolo abandons those nearest and chases after those who have followed the fleeing skeleton.

Double move


Fiend series | Shackles

Readied Attack: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 1d10 + 3 ⇒ (9) + 3 = 12
Confirm Attack: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d10 + 3 ⇒ (7) + 3 = 10

Bree opens the door and finds the skeleton waiting for him with sword held high! It descends, too quick to follow and hits Bree right in the face. He is unable to defend himself and goes down! Flint destroys the swarm while the others move into the next room.

Flint: again 2 fort saves: poison and distraction (DC11)

Initiative
Bless: +1 on attack rolls and saves vs fear (round 8)
Aldy
Ganem
Flint 8/25 hp

- - -
Purple -25 hp
- - -
Arkolo 15/24 hp
Brand 11/20 hp
Breelajah -9/26 hp, fatigued, dying, -4 STR

Ganem, the swarm was dead when you acted, so I moved you back to where you started and you can take a full round of actions
Flint, since skellie readied it moves in initiative order and you get another turn before it gets to go again.

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

Because the swarm is dead, I don't need to take more fort saves, right?

Flint looks down at the fleeing spiders and squirms. "Icky creatures. Nothing a bit of earth can't fix." He grabs a tight hold on his leather armor and hustles to the doorway.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Aldy hustles along, trying to get back in the fight.


Fiend series | Shackles

Flint, that is correct

Grand Lodge

Male Elf Oracle 2 (Ancient Lorekeeper) | HP: 17/17 | AC: 20 (FF: 18; Touch: 12) | Fort: +2, Ref +2, Will +4 | Init +2 (roll twice, take best roll) | CMB: +3 | CMD: 14 | Perception +7 Sense Motive +0

Instead of throwing alchemist's fire...

Ganem races to follow the others...

Double move


Fiend series | Shackles

The annoying skeleton closes the door again!

If you open the door:
You see it at the other end of the hallway, where it has just opened the next door...

Remember that it is a move action to open a door.

Initiative
Bless: +1 on attack rolls and saves vs fear (round 9)
Aldy
Ganem
Flint 8/25 hp
Arkolo 15/24 hp
Brand 11/20 hp
Breelajah -9/26 hp, fatigued, dying, -4 STR

- - -
Purple -25 hp
- - -

Dark Archive

Male Human (Varisian) Raging: Bloodrager/4 | HP 21/48 | AC 17 T 11 FF 15 | Fort +9, Ref +3, Will +4 | CMB 9, CMD 20 (18 FL) | Init +3, Perc +7

Stabilize: 1d20 + 2 - 9 ⇒ (6) + 2 - 9 = -1

Bree continues to lay like a lump on the floor. He is breathing still but just barely.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Aldy will hustle to Bree's limp body, retrieving a want from his wrist sheath as he goes.

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

Flint hustles through the webbed room. He breathes heavily. "We're coming Bree, you angry man!"


Fiend series | Shackles

Aldy and Flint hustle forward

Remember that it is a move action to open a door.

Initiative
Bless: +1 on attack rolls and saves vs fear (round 9)
Ganem
Arkolo 15/24 hp
Brand 11/20 hp

- - -
Purple -25 hp
- - -
Aldy
Breelajah -10/26 hp, fatigued, dying, -4 STR
Flint 8/25 hp

Grand Lodge

#76925 -58 Male Dwarf Figher (Tactician) 3 / Inquisitor 1 | HP: 39/39 | AC: 22/12/20 |Init: +6 | Perc: +10 | Fort: +8 | Ref: +5 | Will: +6 | CMB: +6 | CMD: 18 | D.Axe: +7; 1d10+3| L.bow: +5;1d8|
Skills:
Acro:+3| Appraise: +1| Bluff: -1| Climb: +1| Diplo:+1| Heal +2| Intim: -1| K.Eng/Reli: +8| K.(Geo/Nat/Pla/Arc):+7 |K.Others:+3|Linguis:+5| Prof (Soldier):+9| S.M: +10| Spell: +1| Stealth: -2| Survi: +7| Swim:+3|

Brand opens the door and seeing the skeleton playing its game, tries to move forward to intercept it.

Grand Lodge

Male Elf Oracle 2 (Ancient Lorekeeper) | HP: 17/17 | AC: 20 (FF: 18; Touch: 12) | Fort: +2, Ref +2, Will +4 | Init +2 (roll twice, take best roll) | CMB: +3 | CMD: 14 | Perception +7 Sense Motive +0

Ganem follows the others through the secret door.

Double move

Grand Lodge

NG M Half Orc Inquisitor of Erastil 6 - HP 45/45 - AC 20, T 15, FF 15 - F+9, R+10, W+11 - Init: +8 - Perc +12 (DV) - SM +15 – Spells (1) 4/5, (2) 4/4, Judgement 2/2, Blessed Infiltration 2/3, Bane 6/6, Discern Lies 6/6 – Active Conditions: Nil

Arkolo hastens around the corner and looses an arrow between his two team mates at the skeleton.

Fire! (+JJ+PBS): 1d20 + 7 + 1 + 1 ⇒ (14) + 7 + 1 + 1 = 23
Damage: 1d8 + 3 + 1 ⇒ (7) + 3 + 1 = 11


Fiend series | Shackles

Arkolo, was that a standard or a blunt arrow?

The skeleton steps back and closes the door behind him.

Opening the door:
Readied attack: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d10 + 3 ⇒ (4) + 3 = 7
Confirm critical: 1d20 + 3 ⇒ (15) + 3 = 18
Additonal Damage: 1d10 + 3 ⇒ (4) + 3 = 7

Remember that it is a move action to open a door.

Initiative
Bless: +1 on attack rolls and saves vs fear (round 9)
Ganem
Arkolo 15/24 hp
Brand 11/20 hp
Aldy
Breelajah -10/26 hp, fatigued, dying, -4 STR
Flint 8/25 hp

- - -
Purple -36 hp, might have less damage if Arkolo's arrow was a standard arrow
- - -

Grand Lodge

NG M Half Orc Inquisitor of Erastil 6 - HP 45/45 - AC 20, T 15, FF 15 - F+9, R+10, W+11 - Init: +8 - Perc +12 (DV) - SM +15 – Spells (1) 4/5, (2) 4/4, Judgement 2/2, Blessed Infiltration 2/3, Bane 6/6, Discern Lies 6/6 – Active Conditions: Nil

Still Blunt arrows. Sorry forgot to mention that. They will all be blunt arrows vs this guy

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Aldy will tap Bree with his wand, stabilizing the bloodrager.

CLW: 1d8 + 1 ⇒ (8) + 1 = 9

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

Flint moves forward, opening the door and... is dropped by a massive swing of the skeleton's sword! "Ack!" The dwarf drops to the ground, bleeding. The healing wand he told you about earlier pokes out of his backpack a little.

Status:
-5/25 HP
1 Non-lethal damage
Bleeding, Unconscious

Dark Archive

Male Human (Varisian) Raging: Bloodrager/4 | HP 21/48 | AC 17 T 11 FF 15 | Fort +9, Ref +3, Will +4 | CMB 9, CMD 20 (18 FL) | Init +3, Perc +7

Magic from Aldy's healing wand washes over Bree. His body seems to relax more and moves into a deeper, steadier breathing pattern.


Fiend series | Shackles

two readied actions; two crits...

Grand Lodge

#76925 -58 Male Dwarf Figher (Tactician) 3 / Inquisitor 1 | HP: 39/39 | AC: 22/12/20 |Init: +6 | Perc: +10 | Fort: +8 | Ref: +5 | Will: +6 | CMB: +6 | CMD: 18 | D.Axe: +7; 1d10+3| L.bow: +5;1d8|
Skills:
Acro:+3| Appraise: +1| Bluff: -1| Climb: +1| Diplo:+1| Heal +2| Intim: -1| K.Eng/Reli: +8| K.(Geo/Nat/Pla/Arc):+7 |K.Others:+3|Linguis:+5| Prof (Soldier):+9| S.M: +10| Spell: +1| Stealth: -2| Survi: +7| Swim:+3|

That's one scary skeleton.
Attack 1d20 + 6 ⇒ (20) + 6 = 261d10 + 3 ⇒ (9) + 3 = 12
Confirm crit 1d20 + 6 ⇒ (6) + 6 = 122d10 + 6 ⇒ (9, 7) + 6 = 22

Seeing the Motives of the skeleton, Brand attempts to move forward and blocks the door from being closed once more!!

His axe swinging hard, Brand sends his intent through his axe smashing into the walking bone heap!!!


Fiend series | Shackles

Brand brings the skeleton down!

staying in initiative to resolve bleeding out of Flint

Initiative
Ganem
Arkolo 15/24 hp

- - -
Next round
- - -
Breelajah -1/26 hp, fatigued, -4 STR
Flint -/25 hp, dying
Brand 11/20 hp
Aldy

Grand Lodge

NG M Half Orc Inquisitor of Erastil 6 - HP 45/45 - AC 20, T 15, FF 15 - F+9, R+10, W+11 - Init: +8 - Perc +12 (DV) - SM +15 – Spells (1) 4/5, (2) 4/4, Judgement 2/2, Blessed Infiltration 2/3, Bane 6/6, Discern Lies 6/6 – Active Conditions: Nil

Arkolo rushes over to his fallen companion, grabs the wand and activates it.

CLW: 1d8 + 1 ⇒ (3) + 1 = 4

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

Now I'm stabilized at -1 HP. Can we leave round order?


Fiend series | Shackles

Arkolo, moving and grabbing the wand are two move actions
Stabilize Flint: 1d20 + 5 - 5 ⇒ (8) + 5 - 5 = 8

Flint continues to bleed out, but fortunately Arkolo is there to stabilize him!

Out of initiative!

Status
Ganem
Arkolo 15/24 hp
Breelajah -1/26 hp, fatigued, -4 STR
Flint -2/25 hp
Brand 11/20 hp
Aldy

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Aldy will be happy to heal everyone up to full. If you have your own want, I shall use that, otherwise I am happy to share mine with the party. Feel free to roll your own healing under the assumption that Aldy is doing it.

Grand Lodge

Male Elf Oracle 2 (Ancient Lorekeeper) | HP: 17/17 | AC: 20 (FF: 18; Touch: 12) | Fort: +2, Ref +2, Will +4 | Init +2 (roll twice, take best roll) | CMB: +3 | CMD: 14 | Perception +7 Sense Motive +0

Ganem puts away the flask he was holding and pull out his wand.

"You guys look terrible. Who's first?"

I have a wand of cure light wounds too. If you character needs healing, then feel free to use the prerolled cure light wounds spells from the wand. Let me know how many you use (if any).

CLW #1: 1d8 + 1 ⇒ (8) + 1 = 9
CLW #2: 1d8 + 1 ⇒ (8) + 1 = 9
CLW #3: 1d8 + 1 ⇒ (8) + 1 = 9
CLW #4: 1d8 + 1 ⇒ (1) + 1 = 2
CLW #5: 1d8 + 1 ⇒ (1) + 1 = 2

Full house!

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

CLW : 1d8 + 1 ⇒ (5) + 1 = 6
CLW : 1d8 + 1 ⇒ (2) + 1 = 3
CLW : 1d8 + 1 ⇒ (5) + 1 = 6
CLW : 1d8 + 1 ⇒ (4) + 1 = 5
CLW : 1d8 + 1 ⇒ (1) + 1 = 2
CLW : 1d8 + 1 ⇒ (7) + 1 = 8

Arkolo continues to tap Flint, until the dwarf stands and stretches out. "Those spider bites really do hurt, don't they? "

I'll leave Ganem's rolls for somebody else!

Dark Archive

Male Human (Varisian) Raging: Bloodrager/4 | HP 21/48 | AC 17 T 11 FF 15 | Fort +9, Ref +3, Will +4 | CMB 9, CMD 20 (18 FL) | Init +3, Perc +7

I also have a wand but just to make the simpler I'll use Ganem's rolls for now. I need 3 of them.

Bree rolls over as the healing energy mends his wounds. He stands. "Well, that didn't go like I wanted. But I see that we survived. Where to now?"


Fiend series | Shackles

While mulling about Flint and Brand note unusual stonework marked on map.

You do a search of the room and the remains of the skeletons and find a magical belt and a potion, a flask of acid, and four small leather belt
pouches. One of the pouches contains 16 gp; another contains 25 gp and 12 sp. The third holds 77 gp and 8 sp, and the fourth contains a small emerald worth 50 gp and a pair of six-sided bone dice. The skeleton that ran away from you has a vial of silversheen and a spire transport token around his neck, and also a key on a fine chain.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Aldy holds up the spire transport token.

Anyone know how to use this thing? Also, who wants a vial of acid? We might run into some more swarms. Anyways, if everyone is done bleeding, let's press on...

Aldy will take 10 disabling the trap door in the passage headed north for a 22.

Then he will go search the door and open / disable / unlock as necessary. Unless someone suggests another course of action.

Perception: 1d20 + 11 ⇒ (17) + 11 = 28 +1 more for traps
Disable Devince: 1d20 + 12 ⇒ (14) + 12 = 26

Dark Archive

Male Human (Varisian) Raging: Bloodrager/4 | HP 21/48 | AC 17 T 11 FF 15 | Fort +9, Ref +3, Will +4 | CMB 9, CMD 20 (18 FL) | Init +3, Perc +7

"I'll take that acid" Bree approaches Aldy and takes the vial. "I don't know anything about that thing." He looks at the strange token.

I don't remember what has already been described for these transport tokens. It has a rune carved on it, right?

He watches Aldy expertly disable the trap. "That's a good trick you know there. I'm glad you are here with us."

Ready to move into the new room Aldy unlocked.

Grand Lodge

Male Elf Oracle 2 (Ancient Lorekeeper) | HP: 17/17 | AC: 20 (FF: 18; Touch: 12) | Fort: +2, Ref +2, Will +4 | Init +2 (roll twice, take best roll) | CMB: +3 | CMD: 14 | Perception +7 Sense Motive +0

Ganem examines the token...

Knowledge (arcana): 1d20 + 6 ⇒ (11) + 6 = 17

He casts his mind out into time and space...searching for answers...

Using Knowledge of the Ages oracle revelation.

Knowledge (arcana): 1d20 + 6 + 3 ⇒ (9) + 6 + 3 = 18

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

Was the trapdoor the funny stone?

Flint refuses the item, his hand up. "I have a hard enough time handling Mother earth. I've no need for more things to handle. " He then checks out the odd stonework before following Aldy. "Are you sure wayangs aren't a funny version of dwarves? You sure are good with this stuff! "


Fiend series | Shackles

Yep, weird stonework = trap

Spire Transport:
One of the curious properties of the Emerald Spire is that the crystal needle itself can serve as a lightning-swift magical elevator. Those who know the secret of this function can easily move to any level of the Spire by simply touching the crystal column and speaking aloud (or even subvocalizing) the name of the unique rune or identifying the specific level the transporting character wishes to move to. The characteris then teleported to a square adjacent to the Spire column on the desired level.

To use Spire transport, a character must do the following:
• Wear or carry a special transport token.
• Know the identifying rune or mark for the level he or she wishes to transport to.
• Use a free action to speak the name of the rune.
• Bring no more than one other creature along (this is the
only way a nonsentient or unconscious character can use
Spire transport).

Along with doing all of the above, after using the Spire transport, a character cannot use it again for 1 hour. Once the PCs discover the Spire column on each level and make a note of the identifying rune there, they can always return to that level by simply touching the Spire at any other point (say, at the surface) and teleporting directly there.

However, the PCs typically can’t Spire transport to a level they haven’t explored yet, because they don’t yet know the destination rune until they reach it physically first. The other component needed for a Spire transport is a transport token (see map)

Are you all happy with your positions on the map?

Aldy discovers a short passageway that the dwarves failed to notice earlier, but no additional traps.

Grand Lodge

NG M Half Orc Inquisitor of Erastil 6 - HP 45/45 - AC 20, T 15, FF 15 - F+9, R+10, W+11 - Init: +8 - Perc +12 (DV) - SM +15 – Spells (1) 4/5, (2) 4/4, Judgement 2/2, Blessed Infiltration 2/3, Bane 6/6, Discern Lies 6/6 – Active Conditions: Nil

Arkolo casts "Detect Magic" on the dice they found... just in case. Then follows after the others taking up the rearguard.

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

Flint steps up behind the group, looking down at the disabled trap with mild trembling. Be good, door.

Ready!


Fiend series | Shackles

The dice are not magical, Arkolo rolls them a few times and they come up with sixes every single time!

Will move the game forward this evening (CET)

Grand Lodge

#76925 -58 Male Dwarf Figher (Tactician) 3 / Inquisitor 1 | HP: 39/39 | AC: 22/12/20 |Init: +6 | Perc: +10 | Fort: +8 | Ref: +5 | Will: +6 | CMB: +6 | CMD: 18 | D.Axe: +7; 1d10+3| L.bow: +5;1d8|
Skills:
Acro:+3| Appraise: +1| Bluff: -1| Climb: +1| Diplo:+1| Heal +2| Intim: -1| K.Eng/Reli: +8| K.(Geo/Nat/Pla/Arc):+7 |K.Others:+3|Linguis:+5| Prof (Soldier):+9| S.M: +10| Spell: +1| Stealth: -2| Survi: +7| Swim:+3|

"I'll carry the token until someone else wants to use it or wishes to carry it instead." Brand offers.

Watching the magical dice, he's pretty sure those dice were meant for cheating. Standing at his position at the rear of the party, he stands ready.


Fiend series | Shackles

Just before she opens the door Aldy notices a rattle on the ground.


Fiend series | Shackles

You ignore the rattle and open the door. This large room has a wide hole in the center of its floor. A heavy, welded steel ladder descends straight down from the lip of this shaft. The extent and depth of the space below are concealed behind the many crisscrossing, whitish-gray spider webs filling the pit.

Dark Archive

Male Human (Varisian) Raging: Bloodrager/4 | HP 21/48 | AC 17 T 11 FF 15 | Fort +9, Ref +3, Will +4 | CMB 9, CMD 20 (18 FL) | Init +3, Perc +7

Bree moves into the room and closer to the pit. He peers down trying to see more of what's down there.

Perception: 1d20 + 5 ⇒ (7) + 5 = 12

Grand Lodge

#76925 -58 Male Dwarf Figher (Tactician) 3 / Inquisitor 1 | HP: 39/39 | AC: 22/12/20 |Init: +6 | Perc: +10 | Fort: +8 | Ref: +5 | Will: +6 | CMB: +6 | CMD: 18 | D.Axe: +7; 1d10+3| L.bow: +5;1d8|
Skills:
Acro:+3| Appraise: +1| Bluff: -1| Climb: +1| Diplo:+1| Heal +2| Intim: -1| K.Eng/Reli: +8| K.(Geo/Nat/Pla/Arc):+7 |K.Others:+3|Linguis:+5| Prof (Soldier):+9| S.M: +10| Spell: +1| Stealth: -2| Survi: +7| Swim:+3|

"Let me go down first." Brand offers.
"I have the ability to see in darkness and more importantly, I'm heavy and won't crush all of you if I should slip."

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